xref: /aosp_15_r20/external/mesa3d/src/mesa/state_tracker/st_atom_shader.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /**************************************************************************
2  *
3  * Copyright 2003 VMware, Inc.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28 /**
29  * State validation for vertex/fragment shaders.
30  * Note that we have to delay most vertex/fragment shader translation
31  * until rendering time since the linkage between the vertex outputs and
32  * fragment inputs can vary depending on the pairing of shaders.
33  *
34  * Authors:
35  *   Brian Paul
36  */
37 
38 
39 #include "main/mtypes.h"
40 #include "main/framebuffer.h"
41 #include "main/state.h"
42 #include "main/texobj.h"
43 #include "main/teximage.h"
44 #include "main/texstate.h"
45 #include "program/program.h"
46 
47 #include "pipe/p_context.h"
48 #include "pipe/p_shader_tokens.h"
49 #include "cso_cache/cso_context.h"
50 #include "util/u_debug.h"
51 
52 #include "st_context.h"
53 #include "st_atom.h"
54 #include "st_program.h"
55 #include "st_texture.h"
56 #include "st_util.h"
57 
58 
59 static unsigned
get_texture_index(struct gl_context * ctx,const unsigned unit)60 get_texture_index(struct gl_context *ctx, const unsigned unit)
61 {
62    struct gl_texture_object *texObj = _mesa_get_tex_unit(ctx, unit)->_Current;
63    gl_texture_index index;
64 
65    if (texObj) {
66       index = _mesa_tex_target_to_index(ctx, texObj->Target);
67    } else {
68       /* fallback for missing texture */
69       index = TEXTURE_2D_INDEX;
70    }
71 
72    return index;
73 }
74 
75 static void
update_gl_clamp(struct st_context * st,struct gl_program * prog,uint32_t * gl_clamp)76 update_gl_clamp(struct st_context *st, struct gl_program *prog, uint32_t *gl_clamp)
77 {
78    if (!st->emulate_gl_clamp)
79       return;
80 
81    if (!st->ctx->Texture.NumSamplersWithClamp)
82       return;
83 
84    gl_clamp[0] = gl_clamp[1] = gl_clamp[2] = 0;
85    GLbitfield samplers_used = prog->SamplersUsed;
86    unsigned unit;
87    /* same as st_atom_sampler.c */
88    for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
89       unsigned tex_unit = prog->SamplerUnits[unit];
90       if (samplers_used & 1 &&
91           (st->ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER)) {
92          ASSERTED const struct gl_texture_object *texobj;
93          struct gl_context *ctx = st->ctx;
94          const struct gl_sampler_object *msamp;
95 
96          texobj = ctx->Texture.Unit[tex_unit]._Current;
97          assert(texobj);
98 
99          msamp = _mesa_get_samplerobj(ctx, tex_unit);
100          if (is_wrap_gl_clamp(msamp->Attrib.WrapS))
101             gl_clamp[0] |= BITFIELD64_BIT(unit);
102          if (is_wrap_gl_clamp(msamp->Attrib.WrapT))
103             gl_clamp[1] |= BITFIELD64_BIT(unit);
104          if (is_wrap_gl_clamp(msamp->Attrib.WrapR))
105             gl_clamp[2] |= BITFIELD64_BIT(unit);
106       }
107    }
108 }
109 
110 /**
111  * Update fragment program state/atom.  This involves translating the
112  * Mesa fragment program into a gallium fragment program and binding it.
113  */
114 void
st_update_fp(struct st_context * st)115 st_update_fp( struct st_context *st )
116 {
117    struct gl_program *fp;
118 
119    assert(st->ctx->FragmentProgram._Current);
120    fp = st->ctx->FragmentProgram._Current;
121    assert(fp->Target == GL_FRAGMENT_PROGRAM_ARB);
122 
123    void *shader;
124 
125    if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
126        !fp->ati_fs && /* ATI_fragment_shader always has multiple variants */
127        !fp->ExternalSamplersUsed && /* external samplers need variants */
128        !(!fp->shader_program && fp->ShadowSamplers)) {
129       shader = fp->variants->driver_shader;
130    } else {
131       struct st_fp_variant_key key;
132 
133       /* use memset, not an initializer to be sure all memory is zeroed */
134       memset(&key, 0, sizeof(key));
135 
136       key.st = st->has_shareable_shaders ? NULL : st;
137 
138       key.lower_flatshade = st->lower_flatshade &&
139                             st->ctx->Light.ShadeModel == GL_FLAT;
140 
141       /* _NEW_COLOR */
142       key.lower_alpha_func = COMPARE_FUNC_ALWAYS;
143       if (st->lower_alpha_test && _mesa_is_alpha_test_enabled(st->ctx))
144          key.lower_alpha_func = st->ctx->Color.AlphaFunc;
145 
146       /* _NEW_LIGHT_STATE | _NEW_PROGRAM */
147       key.lower_two_sided_color = st->lower_two_sided_color &&
148          _mesa_vertex_program_two_side_enabled(st->ctx);
149 
150       /* gl_driver_flags::NewFragClamp */
151       key.clamp_color = st->clamp_frag_color_in_shader &&
152                         st->ctx->Color._ClampFragmentColor;
153 
154       /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
155       key.persample_shading =
156          st->force_persample_in_shader &&
157          _mesa_is_multisample_enabled(st->ctx) &&
158          st->ctx->Multisample.SampleShading &&
159          st->ctx->Multisample.MinSampleShadingValue *
160          _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
161 
162       if (fp->ati_fs) {
163          key.fog = st->ctx->Fog._PackedEnabledMode;
164 
165          for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
166             key.texture_index[u] = get_texture_index(st->ctx, u);
167          }
168       }
169 
170       if (!fp->shader_program && fp->ShadowSamplers) {
171          u_foreach_bit(i, fp->ShadowSamplers) {
172             struct gl_texture_object *tex_obj =
173                 _mesa_get_tex_unit(st->ctx, fp->SamplerUnits[i])->_Current;
174             GLenum16 baseFormat = _mesa_base_tex_image(tex_obj)->_BaseFormat;
175 
176             if (baseFormat == GL_DEPTH_COMPONENT ||
177                 baseFormat == GL_DEPTH_STENCIL)
178                key.depth_textures |= BITFIELD_BIT(i);
179          }
180       }
181 
182       key.external = st_get_external_sampler_key(st, fp);
183       update_gl_clamp(st, st->ctx->FragmentProgram._Current, key.gl_clamp);
184 
185       simple_mtx_lock(&st->ctx->Shared->Mutex);
186       shader = st_get_fp_variant(st, fp, &key)->base.driver_shader;
187       simple_mtx_unlock(&st->ctx->Shared->Mutex);
188    }
189 
190    _mesa_reference_program(st->ctx, &st->fp, fp);
191 
192    cso_set_fragment_shader_handle(st->cso_context, shader);
193 }
194 
195 
196 /**
197  * Update vertex program state/atom.  This involves translating the
198  * Mesa vertex program into a gallium fragment program and binding it.
199  */
200 void
st_update_vp(struct st_context * st)201 st_update_vp( struct st_context *st )
202 {
203    struct gl_program *vp;
204 
205    /* find active shader and params -- Should be covered by
206     * ST_NEW_VERTEX_PROGRAM
207     */
208    assert(st->ctx->VertexProgram._Current);
209    vp = st->ctx->VertexProgram._Current;
210    assert(vp->Target == GL_VERTEX_PROGRAM_ARB);
211 
212    if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
213        !st->ctx->Array._PerVertexEdgeFlagsEnabled) {
214       st->vp_variant = st_common_variant(vp->variants);
215    } else {
216       struct st_common_variant_key key;
217 
218       memset(&key, 0, sizeof(key));
219 
220       key.st = st->has_shareable_shaders ? NULL : st;
221 
222       /* When this is true, we will add an extra input to the vertex
223        * shader translation (for edgeflags), an extra output with
224        * edgeflag semantics, and extend the vertex shader to pass through
225        * the input to the output.  We'll need to use similar logic to set
226        * up the extra vertex_element input for edgeflags.
227        */
228       key.passthrough_edgeflags = st->ctx->Array._PerVertexEdgeFlagsEnabled;
229 
230       key.clamp_color = st->clamp_vert_color_in_shader &&
231                         st->ctx->Light._ClampVertexColor &&
232                         (vp->info.outputs_written &
233                          (VARYING_SLOT_COL0 |
234                           VARYING_SLOT_COL1 |
235                           VARYING_SLOT_BFC0 |
236                           VARYING_SLOT_BFC1));
237 
238       if (!st->ctx->GeometryProgram._Current &&
239           !st->ctx->TessEvalProgram._Current) {
240          /* _NEW_POINT */
241          if (st->lower_point_size)
242             key.export_point_size = !st->ctx->VertexProgram.PointSizeEnabled && !st->ctx->PointSizeIsSet;
243          /* _NEW_TRANSFORM */
244          if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx))
245             key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
246       }
247 
248       update_gl_clamp(st, st->ctx->VertexProgram._Current, key.gl_clamp);
249 
250       simple_mtx_lock(&st->ctx->Shared->Mutex);
251       st->vp_variant = st_get_common_variant(st, vp, &key);
252       simple_mtx_unlock(&st->ctx->Shared->Mutex);
253    }
254 
255    _mesa_reference_program(st->ctx, &st->vp, vp);
256 
257    cso_set_vertex_shader_handle(st->cso_context,
258                                 st->vp_variant->base.driver_shader);
259 }
260 
261 
262 static void *
st_update_common_program(struct st_context * st,struct gl_program * prog,unsigned pipe_shader,struct gl_program ** dst)263 st_update_common_program(struct st_context *st, struct gl_program *prog,
264                          unsigned pipe_shader, struct gl_program **dst)
265 {
266    if (!prog) {
267       _mesa_reference_program(st->ctx, dst, NULL);
268       return NULL;
269    }
270 
271    _mesa_reference_program(st->ctx, dst, prog);
272 
273    if (st->shader_has_one_variant[prog->info.stage])
274       return prog->variants->driver_shader;
275 
276    struct st_common_variant_key key;
277 
278    /* use memset, not an initializer to be sure all memory is zeroed */
279    memset(&key, 0, sizeof(key));
280 
281    key.st = st->has_shareable_shaders ? NULL : st;
282 
283    if (pipe_shader == PIPE_SHADER_GEOMETRY ||
284        pipe_shader == PIPE_SHADER_TESS_EVAL) {
285       key.clamp_color = st->clamp_vert_color_in_shader &&
286                         st->ctx->Light._ClampVertexColor &&
287                         (prog->info.outputs_written &
288                          (VARYING_SLOT_COL0 |
289                           VARYING_SLOT_COL1 |
290                           VARYING_SLOT_BFC0 |
291                           VARYING_SLOT_BFC1));
292 
293       if (st->lower_ucp && st_user_clip_planes_enabled(st->ctx) &&
294           (pipe_shader == PIPE_SHADER_GEOMETRY ||
295              !st->ctx->GeometryProgram._Current))
296          key.lower_ucp = st->ctx->Transform.ClipPlanesEnabled;
297 
298       if (st->lower_point_size)
299          key.export_point_size = !st->ctx->VertexProgram.PointSizeEnabled && !st->ctx->PointSizeIsSet;
300    }
301 
302    update_gl_clamp(st, prog, key.gl_clamp);
303 
304    simple_mtx_lock(&st->ctx->Shared->Mutex);
305    void *result = st_get_common_variant(st, prog, &key)->base.driver_shader;
306    simple_mtx_unlock(&st->ctx->Shared->Mutex);
307 
308    return result;
309 }
310 
311 
312 void
st_update_gp(struct st_context * st)313 st_update_gp(struct st_context *st)
314 {
315    void *shader = st_update_common_program(st,
316                                            st->ctx->GeometryProgram._Current,
317                                            PIPE_SHADER_GEOMETRY, &st->gp);
318    cso_set_geometry_shader_handle(st->cso_context, shader);
319 }
320 
321 
322 void
st_update_tcp(struct st_context * st)323 st_update_tcp(struct st_context *st)
324 {
325    void *shader = st_update_common_program(st,
326                                            st->ctx->TessCtrlProgram._Current,
327                                            PIPE_SHADER_TESS_CTRL, &st->tcp);
328    cso_set_tessctrl_shader_handle(st->cso_context, shader);
329 }
330 
331 
332 void
st_update_tep(struct st_context * st)333 st_update_tep(struct st_context *st)
334 {
335    void *shader = st_update_common_program(st,
336                                            st->ctx->TessEvalProgram._Current,
337                                            PIPE_SHADER_TESS_EVAL, &st->tep);
338    cso_set_tesseval_shader_handle(st->cso_context, shader);
339 }
340 
341 
342 void
st_update_cp(struct st_context * st)343 st_update_cp(struct st_context *st)
344 {
345    void *shader = st_update_common_program(st,
346                                            st->ctx->ComputeProgram._Current,
347                                            PIPE_SHADER_COMPUTE, &st->cp);
348    cso_set_compute_shader_handle(st->cso_context, shader);
349 }
350